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Grand Duchy of Re Me Rulebook PF
Grand Duchy of Re Me Rulebook PF
Reme
Pathfinder Sourcebook
Frog God
PATHFINDER Games
COMPATIBLE
Grand Duchy of Reme
Convenient Reference Guide to Reme
Pathfinder
©2020 Frog God Games. All rights
reserved. Reproduction without the written
permission of the publisher is expressly
Authors: Matt Finch, Casey Christofferson, Rhiannon Louve, Anthony Pryor, Kenneth Spencer forbidden. Frog God Games and the Frog
Editor: Jeff Harkness God Games logo is a trademark of Frog
God Games. All characters, names, places,
Pathfinder Conversion: Michael “Mars” Russell items, art and text herein are copyrighted
Producer: Matt Finch by Frog God Games, Inc. The mention of
Project Managers: Matt Finch, Edwin Nagy or reference to any company or product
in these pages is not a challenge to the
Cover Design: Charles A. Wright trademark or copyright concerned.
Cover Art: Colin Chan Product Identity: The following items
are hereby identified as Frog God Games
Interior Art: Julio De Carvahlo, Colin Chan, Santa Norvaisaite, Michael Syrigos LLC’s Product Identity, as defined in the
Art Direction: Casey Christofferson Open Game License version 1.0a, Section
Cartography: Robert Altbauer 1(e), and are not Open Game Content:
product and product line names, logos
Layout: Suzy Moseby and identifying marks including trade
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stories, storylines, plots, thematic
elements, dialogue, incidents, language,
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abilities or effects, logos, symbols, or
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Open Game Content is excluded from the
above list.
Adventures
|3
Author Biography:
Matt Finch, born November 15, 1967, is generally considered the main founder of the gaming movement known as the
OSR. He won an ENNIE award in 2009 for the Swords & Wizardry game (a restatement of the rules of Original 1974-1978
Dungeons & Dragons) and is the author of the Quick Primer for Old School Gaming along with numerous other D&D
resource books, including the Tome of Adventure Design. Finch is one of the founding members of Frog God Games, the
successor to Necromancer Games. Matt is a graduate of Harvard College and Georgetown Law School.
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Convenient Reference Guide to Reme
Pathfinder
By Matt Finch with Casey Christofferson, Rhiannon Louve, Anthony Pryor, Kenneth Spencer
Pathfinder RPG Development: Michael Russell
R oles
and
B ackgrounds
This section contains rules for player character backgrounds, and Although you focused your studies on one discipline or set of
class specialties and related equipment. disciplines, like any graduate of the Arcanum Collegium you studied a
wide range of topics. You might not be as knowledgeable about history
as someone who has dedicated a great deal of time to the study of
Arcanum Collegium Graduate (feat) it, but you know much more than the common person. This goes for
other topics and disciplines, and a little knowledge can go a long way.
You have earned a degree from the prestigious Arcanum Collegium Your education was broad and comprehensive; you know more about a
in the city of Reme. This is no small feat, for the coursework is grueling variety of topics than those who have simply studied a text or listened at
and the exams at the end are very thorough. You need not have studied the feet of a scholar. Even more, you can usually use your knowledge of
the arcane arts, for the Collegium offers courses in all manner of one subject to support gaps in your knowledge of another.
subjects from history to medicine. Having attended and graduated from Graduates of the Arcanum Collegium are a diverse group who
the Collegium, you likely participated in the Student Houses, spent at come from across Akados. They share a love of lore and learning, the
least one night at the Blue Rooster, and took part in other activities the experience of attending one of the finest institutions of higher education
students of the college are known for. on the continent, and a certain degree of pride in their accomplishment.
R ole s an d B ackgroun d | 5
You gain a +1 trait bonus to Disable Device, Disguise, and Knowledge
(Local), and one of them is always a class skill for you. You also gain
Collegium Education an official badge of office that, if lost, can be replaced for a 50 gp fee.
You have been educated at the Arcanum Collegium or similar
institution of higher learning.
Trait - Reme)
You are one of the Grand Duke’s lesser justices, sworn to not just
the ducal service but to Yrsa the Dove, the Duke’s Justice. Tasked with
Circle of the Old Oak (Druid
proactively enforcing the law, or failing that, justice, throughout the
Grand Duchy of Reme, you spend most of your time traveling the land. Archetype)
The people chosen for lesser justices are not just warriors willing to
battle evil; the grand duke and duke’s justice both want arrests, trials, The schismatic druids who worship at the base of the Old Oak have
and executions to be conducted with all proper law and due process. This formed their own druidic circle, one that is far more infected with
means that many if not all of the lesser justices are more than capable of bloodlust than other circles in the grand duchy. The Old Oak is a mighty
infiltrating criminal organizations, gathering information from the lower being, not quite a deity but not truly a mortal, and grants certain powers
reaches of society, attending noble balls and parties, and even breaking to its worshippers. These druids tend to be of evil alignment and make
into locked rooms to acquire incriminating evidence. It is only when all great foes, but not so great player characters.
the proof is in hand that they kick in doors and drag people off to the
duke’s dungeons.
The lesser justices are known throughout the grand duchy — not
personally (as that would often defeat their purpose), but their office Dedication to the Old Oak (Ex)
and existence are well known. While in disguise, most people will not At 1st level, you must dedicate yourself to the Old Oak. You gain
believe you when you tell them whom you serve; when you present your no strength now, but must forsake any other natural bonds. This ability
badge, things change. The honest, true, and loyal will render aid; the replaces Nature Bond.
lawbreakers will cower in fear or run. At least, that’s the idea.
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The Power of Sacrifice (Su) 2. LeCroiy Linens
Beginning at 6th level, you may regain spent spell slots by sacrificing
living creatures. This requires a one-hour ritual beneath the moon at the LeCroiy CR 6
base of an oak tree (the Old Oak can feel the sacrifice through any oak XP 2,400
in the Sternwood). You regain a number of levels of spent spell slots hp 42 (Pathfinder Roleplaying Game NPC Codex, “Freelance
equal to the total hit dice of the creatures sacrificed. You may only do Thief”)
this once per day.
Gavestone Rogue (20) CR 1
XP 400
The Lore of Plants (Sp) hp 18 (Pathfinder Campaign Setting: Magnimar, City of
Monuments, “Thug”)
Beginning at 10th level, you may cast speak with plants at will.
Furthermore, when you cast tree stride and enter an oak, you can exit
from any oak in the Sternwood.
3. The Red Thumb Rogues
Ambrosguie Savion CR 11
The Oak’s Blessing (Sp) XP 12,800
At 14th level you gain the ability to take on the form of the oak while hp 93 (Pathfinder Campaign Setting: Inner Sea NPC Codex,
still maintaining the flexibility of a fleshy being. Following a one-hour “Secret Agent”)
ritual and the sacrifice of at least 5 hit dice of living creatures to the Old
Oak (or another oak within the Sternwood), you are under the effects of Red Thumb Rogue (20) CR 1
Plant Shape III, except this oaken form lasts for a number of hours equal XP 400
to your Wisdom modifier, after which you revert to your natural form hp 18 (Pathfinder Campaign Setting: Magnimar, City of
and become fatigued. You may only do this once per day.
Monuments, “Thug”)
Wheelwright Thug CR 1
XP 400
hp 16 (Pathfinder Roleplaying Game GameMastery Guide,
1. The Rathole “Street Thug”)
Borgo CR 1
5. Slavers
XP 400
Slaver CR 3
hp 28 (Pathfinder Roleplaying Game NPC Codex, “Dwarven
XP 800
Rager”)
hp 30 (Pathfinder Roleplaying Game GameMastery Guide,
“Slaver”)
Cordut CR 4
XP 1,200
Street Thug (1d3+3) CR 1
hp 51 (Pathfinder Roleplaying Game NPC Codex, “Grizzled
XP 400
Mercenary”)
hp 16 (Pathfinder Roleplaying Game GameMastery Guide,
“Street Thug”)
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Waymarch Calvary CR 2
6. Ice Cultists XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch
Ice Cultist (2d4) CR 2 Calvary”)
XP 600
hp 16 (Appendix A: Creature Stat Blocks, “Ice Cultist”) Loreclannic Knight CR 2
XP 600
Sven the Gaunt CR 7 hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
XP 3,200 Knight”)
hp 52 (Appendix A: Creature Stat Blocks, “Sven the Gaunt”)
Cavalry Officer CR 7
XP 3,200
7. Red Thumb Gang hp 76 (Pathfinder Roleplaying Game NPC Codex, “Knight”)
The Red Thumb Gang comprises 3d4 spies, 2d4 scouts, 1d4 thugs, Loreclannic Scout CR 1/2
2 assassins, and a captain, as well as any number of commoners. XP 200
Sometimes they are supported by up to 2 mages. Choose from amongst hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
these depending on your party and the type of encounter.
Cleric of Mithras CR 5
Red Thumb Assassin (2) CR 8 XP 1,600
XP 4,800 hp 39 (Appendix A: Creature Stat Blocks, “Cleric of
hp 63 (Pathfinder Roleplaying Game GameMastery Guide, Mithras”)
“Slayer”)
Journeyman Wizard CR 5
Red Thumb Captain CR 11 XP 1,600
XP 12,800 hp 33 (Pathfinder Roleplaying Game GameMastery Guide,
hp 74 (Pathfinder Roleplaying Game GameMastery Guide, “Battle Mage”)
“Bandit Lord”)
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XP 600 Wheelwright Commander CR 6
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic XP 2,400
Knight”) hp 53 (Pathfinder Roleplaying Game GameMastery Guide,
“Highwayman”)
Loreclannic Scout (30) CR 1/2
XP 200
hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
14. Wheelwright Caravan
The Wheelwright Caravan is led by Caravan Master David
11. Highwaymen Wheelwright. It comprises 10 wagons pulled by 20 oxen and 2 yak-
beasts and 1 battle-wagon pulled by 4 yak-beasts . Ten teamsters keep
the caravan moving. It is guarded by 2 mastiffs, 20 cavalry, 12 archers,
Black Jack Cutter is a bandit lord. The highwaymen are composed of and 16 caravan guards. There are four merchants in the caravan:
bandits, brigands, and cutpurses, as desired. Clinkem Darley, Ombert Shae, Guenivere Bartley, and Peter Miller
They have one passenger, a chaotic good male human mage by the
Black Jack Cutter CR 11 name of Bartholomew Brown.
XP 12,800
hp 74 (Pathfinder Roleplaying Game GameMastery Guide, Archer (12) CR 1/2
“Bandit Lord”) XP 200
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”)
Bandit CR 1/2
XP 200 Clinkem Darley, Ombert Shae, Guenivere Bartley,
hp 11 (Pathfinder Roleplaying Game GameMastery Guide, and Peter Miller CR 5
“Bandit”) XP 1,600
hp 31 (Pathfinder Roleplaying Game GameMastery Guide,
Brigand CR 1/2 “Traveling Merchant”)
XP 200
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”) Caravan Guard (16) CR 1
XP 400
Cutpurse CR 1/2 hp 16 (Pathfinder Roleplaying Game GameMastery Guide,
XP 200 “Caravan Guard”)
hp 10 (Pathfinder Roleplaying Game NPC Codex,
“Cutpurse”) Caravan Master David Wheelwright CR 7
XP 3,200
12. Mithraic Priests hp 40 (Pathfinder Roleplaying Game GameMastery Guide,
“Guide”)
Calvary (20) CR 2
Rector Aubree CR 5 XP 600
XP 1,600 hp 23 (Appendix A: Creature Stat Blocks, “Waymarch
hp 39 (Appendix A: Creature Stat Blocks, “Cleric of Calvary”)
Mithras”)
Mastiff (2) CR 1
Initiate of the Bull (9) CR 1/2 XP 400
XP 200 hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
hp 5 (Pathfinder Roleplaying Game GameMastery Guide,
“Acolyte”) Oxen (20) CR 2
XP 600
Venerate of Mitra (3) CR 2 hp 22 (Pathfinder Roleplaying Game Bestiary, “Herd
XP 600 Animal, Aurochs”)
hp 20 (Appendix A: Creature Stat Blocks, “Venerate of
Mitra”) Teamster (10) CR 1
XP 400
13. Wheelwright Enforcers hp 15 (Pathfinder Roleplaying Game GameMastery Guide,
“Vagabond”)
Warhorse CR 2
Wheelwright Thug (15) CR 1 XP 600
XP 400 hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
hp 16 (Pathfinder Roleplaying Game GameMastery Guide, Heavy”)
“Street Thug”)
Yak-Beasts (6) CR 4
Wheelwright Captain (3) CR 3 XP 1,200
XP 800 hp 42 (Pathfinder Roleplaying Game Bestiary, “Herd
hp 30 (Pathfinder Roleplaying Game GameMastery Guide, Animal, Bison”)
“Slaver”)
R e fe re nce s an d E ncounte rs | 9
Cargo: One-and-a-half wagons’ worth of empty space (0gp),
one-half wagon of local trinkets (200gp), 2 wagons of 17. Priesthoods of Vanitthu
full wine casks (2000gp total), half-wagon of rare spices
(3000gp), 2 wagons of semi-rare spices (5000gp total), half- Chaplain Kaisla the Bold CR 8
wagon of paper and parchment (500gp), 2 wagons of dyes XP 4,800
(1000gp total), half-wagon of barreled nuts (500gp), half- hp 70 (Pathfinder Roleplaying Game GameMastery Guide,
wagon of carpets (2000gp) “Priest”)
Cash-box: 1038gp in varying denominations.
Knight of Vanitthu (12) CR 6
XP 2,400
15. Road Agency Guards hp 51 (Pathfinder Roleplaying Game GameMastery Guide,
“Holy Warrior”)
The officer of this group of guards is a guard officer and the Road
Agency Mercenaries use the stats of (50%) bandits and (50%) guards Ser Jarroth, Paladin Watchman CR 9
XP 6,400
Bandit CR 1/2 hp 84 (Pathfinder Roleplaying Game NPC Codex, “Pious
XP 200 Guard”)
hp 11 (Pathfinder Roleplaying Game GameMastery Guide,
“Bandit”)
18. The Compass Tower
Guard CR 1
XP 400 Lord Marracin CR 14
hp 19 (Pathfinder Roleplaying Game GameMastery Guide, XP 38,400
“Guard”) hp 109 (Pathfinder Campaign Setting: Inner Sea NPC
Codex, “Mage of the Third Eye”)
Guard Officer CR 3
XP 800 Cloette Herriot CR 12
hp 34 (Pathfinder Roleplaying Game GameMastery Guide, XP 19,200
“Guard Officer”) hp 81 (Pathfinder Roleplaying Game NPC Codex,
“Pyromaniac Mage”)
16. Audit of Sefagreth Rolphe Fennic CR 9
XP 6,400
Acolyte of Sefagreth (2d6) CR 1 hp 73 (Pathfinder Roleplaying Game NPC Codex, “Prankster
XP 400 Illusionist”)
hp 11 (Appendix A: Creature Stat Blocks, “Acolyte of Change Race to Human
Sefagreth”)
Apprentices CR 1/2
Auditor of Sefagreth (4) CR 4 XP 200
XP 1,200 hp 9 (Pathfinder Roleplaying Game NPC Codex, “Cautious
hp 28 (Appendix A: Creature Stat Blocks, “Auditor of Mage”)
Sefagreth”)
Ankheg CR 3
XP 800
hp 28 (Pathfinder Roleplaying Game Bestiary, “Ankheg”)
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21. Bandits 1d4 Goods Total Worth
Bandits are usually encountered in small groups, but in many cases 1 10 goats, 100 chickens, 5 pigs, 5 cows, 100 gp
these small groups are part of a much-larger encampment. Roll 1d20 and 1000 pounds of feed
to determine whether the encounter is with a small group or whether 2 100 yards each of canvas and cotton cloth, 150 gp
the characters have stumbled on the actual encampment. A roll of 1–17 10 yards of silk
indicates an encounter with a smaller patrol; a roll of 18–20 indicates an 3 200 pounds each of iron and copper, 20 170 gp
encounter with the encampment itself. pounds of silver
A small patrol would likely have 2d4 bandits and a bandit captain.
The encampment itself houses 20 + 1d10 bandits, 5 bandit captains, 4 500 pounds each of flour and wheat, 50 300 gp
and a bandit lord along with 10 or 20 commoners, 1d6 mastiffs, and pounds of spices (ginger, cloves, cinnamon,
several riding horses. saffron)
Bandit Lord CR 11
XP 12,800 23. Bears
hp 74 (Pathfinder Roleplaying Game GameMastery Guide,
“Bandit Lord”) The type of bear encountered depends on the terrain.
In forests: 1d3 black bears
Bandit Captain (1 or 5) CR 7 In mountains: 1d2 cave bears*
XP 3,200 In hills: 1d3 brown bears
hp 80 (Pathfinder Roleplaying Game GameMastery Guide, In grassland: 1d3 black bears
“Sellsword”) In river terrain: 1d3 black bears
Bulette CR 7
XP 3,200
hp 84 (Pathfinder Roleplaying Game Bestiary, “Bulette”)
R e fe re nce s an d E ncounte rs | 11
27. Caravan 28. Caribou
Roll 3d6 to determine how many wagons are in the caravan. This
determines the rest of the of the caravan’s composition: Caribou (4d6) CR 1/4
XP 100
03–06 4 wagons hp 11 (Tome of Horrors Complete, “Herd Animal, Deer”)
07–09 5 wagons
10–12 6 wagons 29. Cattle Drive
13 7 wagons
Cattle (4d6) CR 2
14 8 wagons
XP 600
15 9 wagons hp 22 (Pathfinder Roleplaying Game Bestiary, “Herd
16 10 wagons Animal, Aurochs”)
17 11 wagons
Warhorse CR 2
18 12 wagons XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Each wagon provides the caravan’s total composition with: Heavy”)
1 merchant
2 cavalry Loreclannic Knight CR 2
1 teamster XP 600
1 archer
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
1 Caravan guard
Knight”)
1 mastiff (trained for attack with caravan guard as handler).
Merchant CR 5
XP 1,600
30. Cavalry Troop
hp 31 (Pathfinder Roleplaying Game GameMastery Guide,
“Traveling Merchant”) A calvary troop has 1 or 2 captains mounted on warhorses
accompanied by 10 + 1d10 scouts mounted on warhorses. They are a
mix of loreclan and foerd.
Caravan Guard CR 1
XP 400
Warhorse CR 2
hp 16 (Pathfinder Roleplaying Game GameMastery Guide,
XP 600
“Caravan Guard”)
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”)
Calvary (2) CR 2
XP 600
Captain CR 2
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch
XP 600
Calvary”)
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
Knight”)
Mastiff CR 1
XP 400
Captain CR 2
hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch
Teamster CR 1
Calvary”)
XP 400
hp 15 (Pathfinder Roleplaying Game GameMastery Guide,
Scout CR 1/2
“Vagabond”)
XP 200
hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
Warhorse (2) CR 2
XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”)
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31. Centaurs 37. Deer
Centaur (1d4) CR 3 A family of 2d6 deer stand nervously.
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, “Centaur”) Deer (2d6) CR 1/4
XP 100
hp 11 (Tome of Horrors Complete, “Herd Animal, Deer”)
32. Chimera
Chimera CR 7
XP 3,200
hp 85 (Pathfinder Roleplaying Game Bestiary, “Chimera”)
33. Cockatrice
A gaggle of 3d4 cockatrices are bustling through the grass.
Cockatrice (3d4) CR 3
XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary, “Cockatrice”)
1d4 Creatures
1 3 shadows
2 1 wraith
3 1 wraith and 1d4 shadows
4 2 wraiths and 3d4 shadows
Shadow CR 3
XP 800
hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
Wraith CR 5
XP 1,600
hp 47 (Pathfinder Roleplaying Game Bestiary, “Wraith”)
35. Crocodile
Some of the logs are moving. 1d4 crocodiles float nearby.
Crocodile (1d4) CR 2
XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, “Crocodile”)
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Adult White Dragon CR 10
38. Dragon XP 9,600
hp 149 (Pathfinder Roleplaying Game Bestiary, “White
Roll 1d100 to determine the type of dragon encounter: Dragon, Adult”)
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40. Druid Elven Warden CR 8
XP 4,800
This encounter is with a druid who has a 20% chance of having 1d4 hp 51 (Pathfinder Roleplaying Game NPC Codex, “Green
wolves friendly to it nearby. Warden”)
Druid CR 6
XP 2,400 45. Ettin
hp 38 (Pathfinder Roleplaying Game GameMastery Guide,
“Hermit”) Ettin (1d2) CR 6
XP 2,400
Wolf (1d4) CR 1 hp 65 (Pathfinder Roleplaying Game Bestiary, “Ettin”)
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
46. Fire Giants
41. Dwarves 1d3 fire giants (90% chance) or 1 fire giant king and 2d6 fire giants
(10% chance).
3d6 dwarf recruits and a dwarf thug.
Fire Giant (1d3 or 2d6) CR 10
Dwarf Recruit (3d6) CR 1/3 XP 9,600
XP 135 hp 142 (Pathfinder Campaign Setting: Giants Revisited,
hp 8 (Pathfinder Roleplaying Game NPC Codex, “Recruit”) “Giant, Fire”)
R e fe re nce s an d E ncounte rs | 15
50. Frost Giants 52. Giant Badger
1d3 frost giants (90% chance) or 1 frost giant jarl and 2d6 frost Dire Badger (1d2) CR 2
giants (10% chance). XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary 2, “Badger,
Frost Giant (1d3 or 2d6) CR 9 Dire”)
XP 6,400
hp 133 (Pathfinder Campaign Setting: Giants Revisited,
“Giant, Frost”) 53. Giant Boar
Frost Giant Jarl CR 18 Dire Boar (1d6) CR 4
XP 153,600 XP 1,200
hp 305 (Pathfinder Campaign Setting: Giants Revisited, hp 42 (Pathfinder Roleplaying Game Bestiary, “Boar, Dire”)
“Frost Giant, Jarl”)
Calvary CR 2
XP 600
56. Giant Elk
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch Elk (2d6) CR 1
Calvary”) XP 400
hp 15 (Pathfinder Roleplaying Game Bestiary 3, “Herd
Trapper CR 3 Animal, Elk”)
XP 800
hp 30 (Pathfinder Roleplaying Game GameMastery Guide, Giant Elk (2d4) CR 4
“Trapper”) XP 1,200
hp 34 (Pathfinder Roleplaying Game Bestiary 2, “Herd
Mule CR 1/2 Animal, Elk (Megaloceros)”)
XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, “Horse,
Pony”) 57. Giant Hyaena
Riding Horse CR 1 Dire Hyena (1d6) CR 3
XP 400 XP 800
hp 15 (Pathfinder Roleplaying Game Bestiary, “Horse, hp 26 (Pathfinder Roleplaying Game Bestiary, “Hyena,
Light”) Dire”)
Warhorse CR 2 Hyena (1d3) CR 1
XP 600 XP 400
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse, hp 13 (Pathfinder Roleplaying Game Bestiary, “Hyena”)
Heavy”)
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58. Giant Mountain Goat 61. Giant spiders
(and giant bighorn sheep) There is a 10% chance of one lone wolf-spider and a 90% chance of
a 3d4 giant spiders.
These encounters are with 1d6 + 1 mountain goats, with a 10%
Giant Spider (3d4) CR 1
chance for the goats to be accompanied by 1 dire goat.
XP 400
Dire Goat CR 3 hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider,
XP 800 Giant”)
hp 30 (Tome of Horrors Complete, “Herd Animal, Goat,
Dire”) Wolf-Spider CR 4
XP 1,200
Goat (1d6+1) CR 1/3 hp 45 (Tome of Horrors Complete, “Wolf-Spider”)
XP 135
hp 5 (Pathfinder Roleplaying Game Bestiary 3, “Herd
Animal, Goat”)
62. Giant Toad
A pair of giant toads surrounded by hundreds of (harmless) normal
59. Giant Owl toads.
R e fe re nce s an d E ncounte rs | 17
Poney CR 1/2
64. Gnoll Tribe XP 200
hp 13 (Pathfinder Roleplaying Game Bestiary, “Horse,
Two gnoll warbands (see encounter 65, below), a gnoll chieftain, and Pony”)
3d6 noncombatant gnolls (young and too old) are either (25% chance) Sheep CR 1/3
on the march or (75%) encamped. XP 135
Gnoll Chieftain CR 9 hp 5 (Pathfinder Roleplaying Game Bestiary 3, “Herd
XP 6,400 Animal, Goat”)
hp 124 (Pathfinder Roleplaying Game Monster Codex, “Gnoll
Packlord”)
67. Griffon
65. Gnoll Warband Griffon (1d4) CR 4
2d6+3 gnolls, plus one gnoll bruiser for each 4 regular XP 1,200
gnolls. hp 42 (Pathfinder Roleplaying Game Bestiary, “Griffon”)
Gnoll (2d6+3) CR 1
XP 400
68. Harpy
hp 11 (Pathfinder Roleplaying Game Bestiary, “Gnoll”)
Harpy (2d6) CR 4
Gnoll Bruiser (1 per 4 gnolls) CR 3 XP 1,200
XP 800 hp 38 (Pathfinder Roleplaying Game Bestiary, “Harpy”)
hp 27 (Pathfinder Roleplaying Game Monster Codex, “Gnoll
Bruiser”) 69. Hill Giant
66. Gnomes Hill Giant (1d4) CR 7
XP 3,200
This is a group of gnome traders. Roll 1d2 to determine the hp 85 (Pathfinder Roleplaying Game Bestiary, “Giant, Hill”)
composition of the group.
Wolf CR 1
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XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”) 76. Loreclan Riders
Hobgoblin (3d6) CR 1/2 Warhorse CR 2
XP 200 XP 600
hp 17 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”) hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”)
Worg CR 2
XP 600 Loreclannic Knight CR 2
hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”) XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
Orc (3d6) CR 1/3 Knight”)
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, “Orc”) Loreclannic Scout (1d6+5) CR 1/2
XP 200
Dire Wolf CR 3 hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
XP 800
hp 37 (Pathfinder Roleplaying Game Bestiary, “Wolf, Dire”)
77. Lycanthrope
Ogre (1d2) CR 3
XP 800 Roll for 1d10 on the table below.
hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
1d10 Lycanthrope Type
Dire Boar CR 4
XP 1,200 1–3 1d2 werewolves
hp 42 (Pathfinder Roleplaying Game Bestiary, “Boar, Dire”) 4–5 1 werebear
6–7 1 wereboar
73. Hyaenas 8–9 1d3 + 1 wererats
10 1 weretiger
Hyena (2d6) CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Hyena”) Werebear (Hybrid Form) CR 4
XP 1,200
hp 46 (Pathfinder Roleplaying Game Bestiary 2,
74. Kobolds “Lycanthrope, Werebear”)
78. Manticore
Manticore (1d3) CR 5
XP 1,600
hp 57 (Pathfinder Roleplaying Game Bestiary, “Manticore”)
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Loreclannic Scout (1d2+2) CR 1/2
79. Ogres XP 200
hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
Ogre (1d4) CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”) 83. Pashtar Ranger
80. Orcs Pashtars are the negotiators, mediators, scholars, and problem-solvers
of the Plains of Reme. When traveling they are usually accompanied
by temporary retinues provided by Loreclans whose territory they
2d12 orcs led by a (50%) blood orc elder warrior or a (50%) black are passing through. The pashtar ranger is accompanied by 1d2 + 2
orc champion. Loreclan scouts and 1 Loreclannic Knight.
Roll 1d10. On a 10, this encounter is with 2 owlbears and 1d3 Loreclannic Scout (1d2+2) CR 1/2
owlbear cubs. Otherwise, it is with a single owlbear. XP 200
hp 8 (Appendix A: Creature Stat Blocks, “Loreclannic Scout”)
Owlbear CR 4
XP 1,200
hp 47 (Pathfinder Roleplaying Game Bestiary, “Owlbear”) 84. Pegasus
Owlbear Cub CR 3 Roll 1d10. On a 1–9, this encounter is with 1 pegasus; on a 10 there
XP 800 is a herd of 1d6 + 1.
hp 37 (Appendix A: Creature Stat Blocks, “Owlbear Cub”) Pegasus (1 or 1d6+1) CR 3
XP 800
hp 34 (Pathfinder Roleplaying Game Bestiary, “Pegasus”)
82. Pashtar Druid
Pashtars are the negotiators, mediators, scholars, and problem-solvers 85. Peryton
of the Plains of Reme. When traveling, they are usually accompanied
by temporary retinues provided by Loreclans whose territory they Peryton (1d3) CR 4
are passing through. The pashtar druid is accompanied by 1d2 + 2 XP 1,200
Loreclan scouts and 1 Loreclannic Knight. hp 42 (Pathfinder Roleplaying Game Bestiary 2, “Peryton”)
Pashtar Druid CR 6
XP 2,400 86. Pteranodon
hp 38 (Pathfinder Roleplaying Game GameMastery Guide,
“Hermit”) Pteranodon (1d6+6) CR 3
XP 800
Warhorse CR 2 hp 32 (Pathfinder Roleplaying Game Bestiary, “Pterosaur,
XP 600 Pteranodon”)
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Heavy”) 87. Ravens
Loreclannic Knight CR 2 A raven swarm wheels in the sky — there may be something dead in
XP 600 the distance that attracts their attention.
hp 23 (Appendix A: Creature Stat Blocks, “Loreclannic
Knight”) Raven Swarm CR 3
XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary 6, “Raven
Swarm”)
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Mastiff CR 1
88. Roc XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Dog, Riding”)
Roc CR 9
XP 6,400 Eagle CR 1/2
hp 120 (Pathfinder Roleplaying Game Bestiary, “Roc”) XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, “Eagle”)
89. Saber-toothed tiger
Saber-Toothed Tiger (1d2) CR 8
94. Small Settlement (Human)
XP 4,800 Human settlements in the High Downs are stone villages of 1d4 x 10
hp 105 (Pathfinder Roleplaying Game Bestiary, “Tiger, Dire humans and 1d6 gnomes (commoners) with guard animals (mastiffs
(Smilodon)”) and eagles) and a village elder.
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Warhorse CR 2
97. Stirges XP 600
hp 19 (Pathfinder Roleplaying Game Bestiary, “Horse,
Stirge (1d6+3) CR 1/2 Heavy”)
XP 200
hp 5 (Pathfinder Roleplaying Game Bestiary, “Stirge”)
100. Treant
98. Stone Giants Treant CR 8
XP 4,800
1d3 stone giants (90% chance) or 1 stone giant elder and 2d6 stone hp 114 (Pathfinder Roleplaying Game Bestiary, “Treant”)
giants (10% chance).
Small traders are essentially small-scale caravans, usually moving Werebear (Hybrid Form) (1 or 2) CR 4
from town to town on a circuit rather than crossing hundreds of miles XP 1,200
from one major market to another. Roll 1d3 to determine the composition hp 46 (Pathfinder Roleplaying Game Bestiary 2,
of the group “Lycanthrope, Werebear”)
1d6
1–3
Trade Caravan
Mule train with 2d6 mules and 1d6 traders
103. Wild Cattle
4–5 2 wagons, each pulled by a pair of riding horses, with 1d6 There are 4d10 noncombatant wild cattle with 1d2 dangerous bulls.
traders and 2 archers
6 3 wagons, each pulled by a pair of riding horses, with 1d6 Bull (1d2) CR 2
+ 1 traders, 2 archers and 1 cavalry scouting. XP 600
hp 22 (Pathfinder Roleplaying Game Bestiary, “Herd
Trader CR 5 Animal, Aurochs”)
XP 1,600
hp 31 (Pathfinder Roleplaying Game GameMastery Guide,
“Traveling Merchant”) 104. Wild Horses
Archer CR 1/2 Horse (2d10) CR 1
XP 200 XP 400
hp 15 (Pathfinder Roleplaying Game NPC Codex, “Brigand”) hp 15 (Pathfinder Roleplaying Game Bestiary, “Horse,
Light”)
Calvary CR 2
XP 600
hp 23 (Appendix A: Creature Stat Blocks, “Waymarch 105. Wolves
Calvary”)
Wolf (1d12+1) CR 1
Mule CR 1/2 XP 400
XP 200 hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
hp 13 (Pathfinder Roleplaying Game Bestiary, “Horse,
Pony”)
Riding Horse CR 1
XP 400
hp 15 (Pathfinder Roleplaying Game Bestiary, “Horse,
Light”)
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106. Wood Elves 108. Wyverns
(Forest Wolf Clan) This encounter is with (90%) 1 wyvern or (10%) 1d4 wyverns.
Wyvern (1 or 1d4) CR 6
Wood Elf Warden (1d4+3) CR 8
XP 2,400
XP 4,800
hp 73 (Pathfinder Roleplaying Game Bestiary, “Wyvern”)
hp 51 (Pathfinder Roleplaying Game NPC Codex, “Green
Warden”)
109. Zombies
107. Worgs Zombie (3d6) CR 1/2
XP 200
Wolf (1d10) CR 1
hp 12 (Pathfinder Roleplaying Game Bestiary, “Zombie”)
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
Worg (1d3) CR 2
XP 600
hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
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Appendix A: Feats Channeled Shield Wall, Combat Casting, Selective
Channeling, Versatile Channeler
Skills Appraise +9, Diplomacy +11, Sense Motive +11,
Spellcraft +9
Creature Stat Blocks Languages Common, Elven
Combat Gear potion of cure light wounds (2), potion of
endure elements, potion of hide from undead, potion of
lesser restoration; Other Gear mwk breastplate, mwk
buckler, +1 rapier, bedroll, belt pouch, candle (10), flint and
Acolyte of Sefagreth CR 1 steel, hemp rope (50 ft.), holy text (Sefagreth), masterwork
XP 400 backpack, mess kit, pot, silver holy symbol of Sefagreth,
Human cleric of Sefagreth 2 soap, spell component pouch, torch (10), trail rations (5),
N Medium humanoid (human) waterskin, 37 gp
Init +1; Senses Perception +3 Special Abilities
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield) Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a
hp 11 (2d8+2) d20 roll.
Fort +3, Ref +1, Will +6
Speed 40 ft. (30 ft. in armor) Silver-Tongued Haggler (+2, 6/day) (Su) +2 Bluff, Diplomacy,
Melee mwk rapier +1 (1d6-1/18-20) or Sense Motive
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5) Black Orc Champion CR 5
6/day—bit of luck XP 1,600
Cleric Spells Prepared (CL 2nd; concentration +5) Black orc fighter 5
1st—bless, comprehend languages, floating disk[D], CE Medium humanoid (orc)
sanctuary (DC 14) Init +2; Senses darkvision 60 ft.; Perception -1
0 (at will)—detect magic, guidance, light, read magic AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
D Domain spell; Domains Luck, Travel (Trade subdomain) hp 43 (5d10+15)
Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 15 Fort +6, Ref +3, Will +0 (+1 vs. fear); +4 vs. undead attacks
Base Atk +1; CMB +0; CMD 11 Defensive Abilities ferocity; DR 1/—
Feats Combat Casting, Versatile Channeler Weaknesses light sensitivity
Skills Appraise +6, Diplomacy +7, Sense Motive +8, Speed 30 ft. (20 ft. in armor)
Spellcraft +6 Melee +1 longspear +12 (1d8+10/×3)
Languages Common, Elven Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Other Gear mwk chainmail, mwk buckler, mwk rapier, iron Special Attacks weapon training (spears +1)
holy symbol of Sefagreth Str 19, Dex 14, Con 14, Int 9, Wis 8, Cha 6
Special Abilities Base Atk +5; CMB +9; CMD 21
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a Feats Brutal Coup De Grace, Dazzling Display, Gory
d20 roll. Finish, Power Attack, Weapon Focus (longspear), Weapon
Silver-Tongued Haggler (+1, 6/day) (Su) +1 Bluff, Diplomacy, Specialization (longspear)
or Sense Motive Skills Acrobatics -3 (-7 to jump), Intimidate +6
Languages Common, Orc
Auditor of Sefagreth CR 4 SQ armor training 1, blessing of orcus
XP 1,200 Other Gear banded mail, +1 longspear
Human cleric of Sefagreth 5 Special Abilities
N Medium humanoid (human)
Init +1; Senses Perception +3 Blessing of Orcus (Su) Black orcs gain a +4 racial bonus on
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield) all saving throws made to resist any attack or effect created
hp 28 (5d8+5) by an undead creature.
Fort +4, Ref +2, Will +7 Brutal Coup de Grace (Longspear, DC 10) Successful coup de
Speed 40 ft. (30 ft. in armor) grace disheartens nearby enemies.
Melee +1 rapier +3 (1d6/18-20) Darkvision (60 feet) You can see in the dark (black and white
Special Attacks channel positive energy 6/day (DC 15, 3d6) only).
Domain Spell-Like Abilities (CL 5th; concentration +8) Dazzling Display (Longspear) Intimidate check to demoralize
6/day—bit of luck can affect those within 30’ who see you.
Cleric Spells Prepared (CL 5th; concentration +8) Ferocity (Ex) Fight without penalty even while disabled or
3rd—bestow insight, discovery torch, fly[D] dying.
2nd—hold person (DC 15), locate object[D], page-bound Gory Finish Make an Intimidate check if you reduce an
epiphany, spiritual weapon opponent to negative hit points
1st—bless, comprehend languages, floating disk[D], sanctify Light Sensitivity (Ex) Dazzled as long as remain in bright
corpse, sanctuary (DC 14) light.
0 (at will)—detect magic, guidance, light, read magic
D Domain spell; Domains Luck, Travel (Trade subdomain)
Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Base Atk +3; CMB +2; CMD 13
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Blood Orc Elder Warrior (Raging) CR 5 Skills Acrobatics -3 (-7 to jump), Diplomacy +7, Knowledge
XP 1,600 (history) +3, Knowledge (nobility) +3, Knowledge (planes)
Blood orc barbarian 5 +3, Knowledge (religion) +8, Sense Motive +7, Spellcraft +3
CE Medium humanoid (orc) Languages Common
Init +1; Senses darkvision 60 ft., scent; Perception +6 Other Gear +1 breastplate, +1 heavy steel shield, +1
AC 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, -2 rage) warhammer, silver holy symbol of Mithras
hp 58 (5d12+25) Special Abilities
Fort +8, Ref +2, Will +1 Battle Rage +3 (6/day) (Sp) Touch ally to grant +3 to melee
Defensive Abilities ferocity, improved uncanny dodge, trap damage rolls for 1 rd.
sense +1 Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Weaknesses light sensitivity
Speed 40 ft. High Auditor of Sefagreth CR 6
Melee +1 earth breaker +13 (2d6+11/×3), bite +7 (1d4+3) XP 2,400
Special Attacks rage (14 rounds/day), rage powers (animal Human cleric of Sefagreth 7
fury, reckless abandon) N Medium humanoid (human)
Str 24, Dex 13, Con 19, Int 8, Wis 6, Cha 6 Init +1; Senses Perception +3
Base Atk +5; CMB +12; CMD 21 AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1
Feats Furious Focus, Power Attack, Reckless Rage Dex, +1 natural, +2 shield)
Skills Acrobatics -1 (+3 to jump), Intimidate +6, Perception hp 39 (7d8+7)
+6, Survival +6 Fort +5, Ref +3, Will +8
Languages Common, Orc Speed 40 ft. (30 ft. in armor)
SQ fast movement, frenzy Melee +1 rapier +5 (1d6/18-20)
Other Gear chain shirt, +1 earth breaker Special Attacks channel positive energy 8/day (DC 16, 4d6)
Special Abilities Domain Spell-Like Abilities (CL 7th; concentration +10)
Animal Fury (Ex) Gain a d4 bite attack while raging 6/day—bit of luck
Cleric Spells Prepared (CL 7th; concentration +10)
Frenzy (Ex) Once per day a blood orc who smells or tastes 4th—freedom of movement[D], restoration
blood during combat may fly into a frenzy in the following 3rd—bestow insight, discovery torch, fly[D], locate object
round, biting and attacking with its weapons until it or its 2nd—calm emotions (DC 15), locate object[D], page-bound
opponent is dead. It gains +2 Strength, +2 Constitution, epiphany, share language (DC 15), spiritual weapon
and 2 AC. The creature cannot end it’s frenzy voluntarily 1st—bless, comprehend languages, floating disk[D],
liberating command, sanctify corpse[UM], sanctuary (DC
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 14)
to AC when enraged. 0 (at will)—detect magic, guidance, light, mending, read
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit magic
bonus while raging. D Domain spell; Domains Luck, Travel (Trade subdomain)
Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Base Atk +5; CMB +4; CMD 16
Cleric of Mithras CR 5 Feats Channeled Shield Wall, Combat Casting, Extra
XP 1,600 Channel, Selective Channeling, Versatile Channeler
Human cleric of Mithras 6 Skills Appraise +11, Diplomacy +13, Sense Motive +13,
LN Medium humanoid (human) Spellcraft +11
Init +1; Senses Perception +3 Languages Common, Elven
AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield) SQ good fortune (1/day)
hp 39 (6d8+12) Combat Gear cassock of the clergy; Other Gear +1
Fort +6, Ref +3, Will +8 breastplate, +1 buckler, +1 rapier, amulet of natural armor
Speed 30 ft. (20 ft. in armor) +1, ring of protection +1, golden holy symbol of Sefagreth
Melee +1 warhammer +5 (1d8+1/×3) Special Abilities
Special Attacks channel positive energy 6/day (DC 16, 3d6) Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a
Domain Spell-Like Abilities (CL 6th; concentration +9) d20 roll.
6/day—battle rage (+3), touch of law Good Fortune (1/day) (Ex) As an immediate action, reroll a
Cleric Spells Prepared (CL 6th; concentration +9) die before result is known. Must take 2nd roll.
3rd—archon’s aura (DC 16), contagious zeal[OA], magic Silver-Tongued Haggler (+3, 6/day) (Su) +3 Bluff, Diplomacy,
vestment[D], searing light or Sense Motive
2nd—arrow of law (DC 15), hold person (DC 15), marching
chant, spiritual weapon[D], stalwart resolve
1st—blessing of the watch, command (DC 14), magic
weapon[D], sanctify corpse, sun metal (DC 14)
0 (at will)—detect magic, guidance, light, stabilize
D Domain spell; Domains Law, War
Str 10, Dex 13, Con 12, Int 8, Wis 16, Cha 16
Base Atk +4; CMB +4; CMD 15
Feats Combat Casting, Purifying Channel, Selective
Channeling, Versatile Channeler
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CE Medium humanoid (human) Cleric Spells Prepared (CL 3rd; concentration +6)
Init +0; Senses Perception +4 2nd—hold person (DC 15), spiritual weapon[D], stalwart
Aura body of ice (5 ft.) resolve
AC 19, touch 11, flat-footed 19 (+7 armor, +1 deflection, +1 1st—blessing of the watch, command (DC 14), magic
natural) weapon[D], sanctify corpse
hp 52 (8d8+16) 0 (at will)—create water, guidance, light, stabilize
Fort +7, Ref +2, Will +10 D Domain spell; Domains Law, War
Speed 30 ft. (20 ft. in armor) Str 10, Dex 13, Con 12, Int 8, Wis 16, Cha 15
Melee +1 frost greatclub +9/+4 (1d10+4 plus 1d6 cold) Base Atk +2; CMB +2; CMD 13
Special Attacks channel negative energy 5/day (DC 16, Feats Combat Casting, Purifying Channel, Selective
4d6), scythe of evil (4 rounds, 1/day) Channeling
Domain Spell-Like Abilities (CL 8th; concentration +12) Skills Acrobatics -5 (-9 to jump), Diplomacy +6, Knowledge
7/day—icicle (1d6+4 cold), touch of evil (4 rounds) (religion) +5, Sense Motive +7, Spellcraft +3
Cleric Spells Prepared (CL 8th; concentration +12) Languages Common
4th—blessing of fervor (DC 18), hunger for flesh (DC 18), Other Gear breastplate, heavy steel shield, mwk
lesser planar ally, unholy blight[D] (DC 18) warhammer, silver holy symbol of Mitra
3rd—aura of cannibalism (DC 17), bestow curse (DC 17), Special Abilities
blindness/deafness (DC 17), magic circle against good[D], Battle Rage +1 (6/day) (Sp) Touch ally to grant +1 to melee
protection from energy damage rolls for 1 rd.
2nd—align weapon (evil only)[D], enemy’s heart, hold Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
person (DC 16), resist energy, unholy ice weapon
1st—bless, divine favor, ice armor, infernal healing, Waymarch Cavalry CR 2
protection from good[D], shield of faith XP 600
0 (at will)—detect magic, guidance, light, read magic Human fighter 3
D Domain spell; Domains Evil, Water (Ice subdomain) N Medium humanoid (human)
Str 14, Dex 10, Con 12, Int 8, Wis 18, Cha 14 Init +2; Senses Perception +1
Base Atk +6; CMB +8; CMD 19 AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +3 shield)
Feats Aura Flare, Combat Casting, Energy Channel, Power hp 23 (3d10+6)
Attack, Selective Channeling Fort +4, Ref +3, Will +2 (+1 vs. fear)
Skills Acrobatics -3 (-7 to jump), Diplomacy +12, Knowledge Speed 30 ft.
(religion) +10, Linguistics +3 Melee dagger +6 (1d4+3/19-20) or
Languages Abyssal, Common light mace +6 (1d6+3) or
Other Gear +1 breastplate, +1 frost greatclub, amulet of mwk lance +7 (1d8+4/×3)
natural armor +1, ring of protection +1, silver unholy Ranged composite shortbow +5 (1d6+3/×3)
symbol of Althunak Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Abilities Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Aura Flare (Cleric Channel Negative Energy 4d6 [5/day, DC Base Atk +3; CMB +6; CMD 18
16] [Su], DC 16) Flare your alignment aura to fatigue or Feats Mounted Archery, Mounted Combat, Ride-by Attack,
stagger those who oppose it. Spirited Charge, Trample
Body of Ice (8 rounds/day) (Su) Ice form grants DR 5/-, Skills Handle Animal +4, Profession (soldier) +5, Ride +7 (+9
Immunity to Cold, double damage from Fire. to stay in the saddle), Survival +5
Energy Channel Expend channel energy to grant weapon Languages Common
damage bonus equal to twice the number of channel dice. SQ armor training 1
Icicle 1d6+4 cold (7/day) (Sp) As a standard action, ranged Combat Gear potion of cure light wounds; Other Gear
touch attack deals cold dam to foe in 30 ft. mwk studded leather, +1 heavy wooden shield, arrows
Scythe of Evil (4 rounds, 1/day) (Su) Touched weapon (20), composite shortbow (+3 Str), dagger, light mace, mwk
temporarily becomes unholy. lance, military saddle, heavy horse (combat trained)
Touch of Evil (4 rounds, 7/day) (Sp) With a melee touch Special Abilities
attack, target is sickened and counted as good-aligned for Mounted Archery Ranged weapon penalty when mounted is
the purpose of [Evil] spells. halved to -2 or -4.
Mounted Combat (1/round) Once per round you can attempt
Venerate of Mitra CR 2 to negate a hit to your mount in combat.
XP 600 Ride-By Attack You can move - attack - move when charging
Human cleric of Mitra 3 mounted.
LN Medium humanoid (human) Spirited Charge Double damage when making a mounted
Init +1; Senses Perception +3 charge (triple with a lance).
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) Trample Your target may not try to avoid your mounted
hp 20 (3d8+6) overruns.
Fort +4, Ref +2, Will +6
Speed 30 ft. (20 ft. in armor)
Melee mwk warhammer +3 (1d8/×3)
Special Attacks channel positive energy 5/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—battle rage (+1), touch of law
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